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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@85 67975925-1194-0748-b3d5-c16f83f1a3a1
260 lines
No EOL
7 KiB
C++
260 lines
No EOL
7 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHBaseBuildable.h$
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// $Date: 2002/11/15 04:47:11 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHBaseBuildable.h,v $
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// Revision 1.11 2002/11/15 04:47:11 Flayra
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// - Regenerate now returns bool if healed or not, for def chamber tweak
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//
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// Revision 1.10 2002/11/06 01:38:24 Flayra
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// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
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// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
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//
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// Revision 1.9 2002/10/03 18:38:56 Flayra
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// - Fixed problem where regenerating builders via healing spray wasn't updating health ring
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// - Allow buildings to play custom damage alerts (for towers)
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//
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// Revision 1.8 2002/09/23 22:10:14 Flayra
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// - Removed progress bar when building
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// - Removed vestiges of fading building as building
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// - Changed point costs
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//
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// Revision 1.7 2002/09/09 19:49:09 Flayra
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// - Buildables now play animations better, without interrupting previous anims
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//
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// Revision 1.6 2002/08/31 18:01:01 Flayra
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// - Work at VALVe
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//
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// Revision 1.5 2002/08/16 02:32:45 Flayra
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// - Added damage types
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// - Added visual health for commander and marines
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//
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// Revision 1.4 2002/07/01 21:15:46 Flayra
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// - Added auto-build capability
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//
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// Revision 1.3 2002/06/03 16:27:59 Flayra
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// - Allow alien buildings to regenerate, renamed weapons factory and armory
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//
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// Revision 1.2 2002/05/28 17:37:27 Flayra
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// - Added building recycling, mark mapper placed buildables so they aren't destroyed at the end of the round
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//
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// Revision 1.1 2002/05/23 02:34:00 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_BASE_BUILDABLE_H
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#define AVH_BASE_BUILDABLE_H
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#include "util/nowarnings.h"
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#include "extdll.h"
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#include "util.h"
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#include "mod/AvHConstants.h"
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#include "mod/AvHBuildable.h"
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#include "dlls/cbase.h"
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#include "mod/AvHMessage.h"
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#include "mod/AvHSpecials.h"
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#include "mod/AvHPlayer.h"
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#include "mod/AvHCloakable.h"
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class AvHBaseBuildable : public CBaseAnimating, public AvHBuildable, public AvHCloakable
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{
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public:
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AvHBaseBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3 = AVH_USER3_NONE);
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void EXPORT AnimateThink();
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virtual int BloodColor(void);
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void EXPORT BuildableTouch(CBaseEntity* inEntity);
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virtual void CheckEnabledState();
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void EXPORT ConstructUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual bool Energize(float inEnergyAmount);
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void EXPORT FallThink(void);
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virtual void FireDeathTarget() const;
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virtual void FireSpawnTarget() const;
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virtual int GetBaseHealth() const;
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virtual int GetIdleAnimation() const;
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virtual bool GetIsRecycling() const;
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virtual CBaseEntity* GetAttacker();
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virtual char* GetClassName() const;
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virtual char* GetDeploySound() const;
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virtual bool GetIsBuilt(void) const;
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virtual bool GetIsOrganic() const;
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virtual bool GetIsTechActive() const;
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virtual char* GetKilledSound() const;
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virtual int GetActiveAnimation() const;
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virtual int GetDeployAnimation() const;
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virtual int GetIdle1Animation() const;
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virtual int GetIdle2Animation() const;
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virtual bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const;
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virtual int GetKilledAnimation() const;
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virtual AvHMessageID GetMessageID() const;
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virtual int GetMoveType() const;
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virtual int GetSequenceForBoundingBox() const;
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virtual bool GetTriggerAlertOnDamage() const;
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virtual float GetTimeAnimationDone() const;
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virtual int GetRecycleAnimation() const;
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virtual int GetResearchAnimation() const;
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virtual int GetSpawnAnimation() const;
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virtual int GetTakeDamageAnimation() const;
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virtual char* GetModelName() const;
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virtual float GetNormalizedBuildPercentage() const;
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virtual float GetTimeForAnimation(int inIndex) const;
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virtual void SetResearching(bool inState);
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virtual bool GetIsPersistent() const;
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virtual AvHTeamNumber GetTeamNumber() const;
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virtual void HealthChanged();
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void Killed(entvars_t* pevAttacker, int iGib);
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virtual int ObjectCaps(void);
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// Pass -1 to play an animation backwards
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virtual void PlayAnimationAtIndex(int inIndex, bool inForce = false, float inFrameRate = 1.0f);
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virtual void Precache(void);
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virtual bool Regenerate(float inRegenerationAmount, bool inPlaySound = true);
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virtual void ResetEntity();
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virtual void SetConstructionComplete(bool inForce = false);
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virtual void SetAverageUseSoundLength(float inLength);
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virtual void StartRecycle();
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virtual void Spawn();
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virtual int TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType);
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virtual void TechnologyBuilt(AvHMessageID inMessageID);
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virtual void WorldUpdate();
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virtual void UpdateOnRecycle();
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protected:
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virtual bool GetHasBeenKilled() const;
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int GetStartAlpha() const;
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void Init();
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void InternalInitializeBuildable();
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void InternalSetConstructionComplete(bool inForce = false);
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virtual void Materialize();
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void EXPORT RecycleComplete();
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// Called when a persistent buildable is killed
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virtual void SetActive();
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virtual void SetInactive();
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virtual void SetNormalizedBuildPercentage(float inPercentage, bool inForceIfComplete = false);
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void SetPersistent();
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void SetSelectID(int inSelectID);
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virtual void TriggerDeathAudioVisuals();
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void UpdateAutoBuild(float inTimePassed);
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void UpdateAutoHeal();
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void UpdateDamageEffects();
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virtual void UpdateTechSlots();
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int mBaseHealth;
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AvHMessageID mMessageID;
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private:
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char* mClassName;
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char* mModelName;
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int mSelectID;
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//float mPercentageBuilt;
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float mLastTimePlayedSound;
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float mTimeToConstruct;
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const int kStartAlpha;
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float mAverageUseSoundLength;
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int mLastAnimationPlayed;
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float mTimeAnimationDone;
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// Marks entity to not be removed on level reset
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bool mPersistent;
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int mElectricalSprite;
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bool mIsResearching;
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string mTargetOnSpawn;
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string mTargetOnDeath;
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float mTimeOfLastAutoHeal;
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bool mInternalSetConstructionComplete;
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float mTimeOfLastDamageEffect;
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float mTimeOfLastDamageUpdate;
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float mTimeRecycleStarted;
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float mTimeRecycleDone;
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bool mKilled;
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};
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#endif |